/Engine/Plugins/Experimental/CharacterFXEditor/ExampleCharacterFXEditor/Source/ExampleCharacterFXEditor/Public/ExampleCharacterFXEditorMode.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UExampleCharacterFXEditorMode : public [UBaseCharacterFXEditorMode](API\Plugins\BaseCharacterFXEditor\UBaseCharacterFXEditorMode)
TArray<TObject...
DynamicMeshComponents
NOTE: Since the Example CharacterFX Editor is not the "default" editor for a particular asset type and we still want to have something to render, we instead store a set of temporary DynamicMeshComponents here.